Mawthid

Medium • Aberration • Chaotic Evil

Armor Class 16

Hit Points 117 (18d8 + 36)

Speed 0 ft., fly 30 ft. (hover)

Initiative +3 (13)

STRDEXCONINTWISCHA
8 (−1)17 (+3)14 (+2)11 (+0)16 (+3)12 (+1)

Skills Insight +6, Perception +9

Condition Immunities exhaustion, prone

Senses blindsight 10 ft., darkvision 150 ft., passive Perception 19

Languages understands Deep Speech but can’t speak; telepathy 120 ft.

CR 7 (XP 2,900; PB +3)

A floating horror with a single glaring eye surrounded by clawed limbs and fleshy blue armor.

Unusual Nature. The mawthid doesn't require air, food, drink, or sleep.

Void-Tethered. The mawthid cannot be banished or teleported unless it chooses to be.

Unraveling Gaze. By looking at a creature within 30 feet of it, the mawthid gains the exact information of its Intelligence, Wisdom, and Charisma score, as well as if the target has any saving throw proficiency in those attributes, but it can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

ACTIONS

Multiattack. The mawthid makes one Eye Bite attack and uses its Paradox Pulse once. It can replace one of these attacks with Ego Distortion if available.

Eye Bite. Melee Weapon Attack: +6, reach 5 ft. Hit: 17 (3d8 + 3) piercing damage, and the target can't take reactions until the end of its next turn. On its next turn, the target can't move, and it uses its action to make one Melee or Ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on that turn.

Paradox Pulse. Intelligence Saving Throw: DC 14, one creature within 60 feet that the mawthid can see. Failure: 33 (6d10) force damage. Success: Half damage.

Ego Distortion (Recharge 5–6). Charisma Saving Throw: DC 14, one Large or smaller creature within 30 feet of the mawthid that it can see. Failure: The target becomes paralyzed and gains resistance to all damage. The effect lasts until the mawthid becomes blinded, loses sight of the target, or loses its concentration (as if concentrating on a spell).

BONUS ACTIONS

Peekaboo. The mawthid becomes blinded and invisible until it uses an action, bonus action, or reaction.

REACTIONS

Blink (2/Day). Trigger: A creature within 30 feet of the mawthid makes a melee attack. Response – Wisdom Saving Throw: DC 14, the attacker. Failure: The target is teleported to a space within 10 feet of its current location (mawthid’s choice), and a new creature that is within 5 feet of the destination space becomes the target of the attack. If there is no such creature, the attack is wasted.

Mawthid

Medium • Aberration • Chaotic Evil

Armor Class 15

Hit Points 66 (12d8 + 12)

Speed 0 ft., fly 30 ft. (hover)

Initiative +2 (12)

STRDEXCONINTWISCHA
8 (−1)15 (+2)12 (+1)11 (+0)14 (+2)10 (+0)

Skills Insight +4, Perception +6

Condition Immunities exhaustion, prone

Senses blindsight 10 ft., darkvision 150 ft., passive Perception 16

Languages understands Deep Speech but can’t speak; telepathy 120 ft.

CR 4 (XP 1,100; PB +2)

A floating horror with a single glaring eye surrounded by clawed limbs and fleshy blue armor.

Unusual Nature. The mawthid doesn't require air, food, drink, or sleep.

Void-Tethered. The mawthid cannot be banished or teleported unless it chooses to be.

Unraveling Gaze. By looking at a creature within 30 feet of it, the mawthid gains the exact information of its Intelligence, Wisdom, and Charisma score, as well as if the target has any saving throw proficiency in those attributes, but it can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

ACTIONS

Multiattack. The mawthid makes one Eye Bite attack and uses its Paradox Pulse once. It can replace one of these attacks with Ego Distortion if available.

Eye Bite. Melee Weapon Attack: +4, reach 5 ft. Hit: 11 (2d8 + 2) piercing damage, and the target can't take reactions until the end of its next turn. On its next turn, the target can't move, and it uses its action to make one Melee or Ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on that turn.

Paradox Pulse. Intelligence Saving Throw: DC 12, one creature within 60 feet that the mawthid can see. Failure: 16 (3d10) force damage. Success: Half damage.

Ego Distortion (Recharge 6). Charisma Saving Throw: DC 12, one Large or smaller creature within 30 feet of the mawthid that it can see. Failure: The target becomes paralyzed and gains resistance to all damage. The effect lasts until the mawthid becomes blinded, loses sight of the target, or loses its concentration (as if concentrating on a spell).

BONUS ACTIONS

Peekaboo. The mawthid becomes blinded and invisible until it uses an action, bonus action, or reaction.

REACTIONS

Blink (1/Day). Trigger: A creature within 30 feet of the mawthid makes a melee attack. Response – Wisdom Saving Throw: DC 12, the attacker. Failure: The target is teleported to a space within 10 feet of its current location (mawthid’s choice), and a new creature that is within 5 feet of the destination space becomes the target of the attack. If there is no such creature, the attack is wasted.

Mawthid

Medium • Aberration • Chaotic Evil

Armor Class 17

Hit Points 150 (20d8 + 60)

Speed 0 ft., fly 30 ft. (hover)

Initiative +4 (14)

STRDEXCONINTWISCHA
8 (−1)19 (+4)16 (+3)13 (+1)18 (+4)14 (+2)

Skills Insight +8, Perception +12

Condition Immunities exhaustion, prone

Senses blindsight 10 ft., darkvision 150 ft., passive Perception 22

Languages understands Deep Speech but can’t speak; telepathy 120 ft.

CR 10 (XP 5,900; PB +4)

A floating horror with a single glaring eye surrounded by clawed limbs and fleshy blue armor.

Unusual Nature. The mawthid doesn't require air, food, drink, or sleep.

Void-Tethered. The mawthid cannot be banished or teleported unless it chooses to be.

Unraveling Gaze. By looking at a creature within 30 feet of it, the mawthid gains the exact information of its Intelligence, Wisdom, and Charisma score, as well as if the target has any saving throw proficiency in those attributes, but it can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

ACTIONS

Multiattack. The mawthid makes one Eye Bite attack and uses its Paradox Pulse once. It can replace one of these attacks with Ego Distortion if available.

Eye Bite. Melee Weapon Attack: +8, reach 5 ft. Hit: 27 (4d10 + 5) piercing damage, and the target can't take reactions until the end of its next turn. On its next turn, the target can't move, and it uses its action to make one Melee or Ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on that turn.

Paradox Pulse. Intelligence Saving Throw: DC 16, one creature within 60 feet that the mawthid can see. Failure: 39 (6d12) force damage. Success: Half damage.

Ego Distortion (Recharge 5–6). Charisma Saving Throw: DC 16, one Large or smaller creature within 30 feet of the mawthid that it can see. Failure: The target becomes paralyzed and gains resistance to all damage. The effect lasts until the mawthid becomes blinded, loses sight of the target, or loses its concentration (as if concentrating on a spell).

BONUS ACTIONS

Peekaboo. The mawthid becomes blinded and invisible until it uses an action, bonus action, or reaction.

REACTIONS

Blink (2/Day). Trigger: A creature within 30 feet of the mawthid makes a melee attack. Response – Wisdom Saving Throw: DC 16, the attacker. Failure: The target is teleported to a space within 10 feet of its current location (mawthid’s choice), and a new creature that is within 5 feet of the destination space becomes the target of the attack. If there is no such creature, the attack is wasted.

QUICK REFERENCE

USING MONSTER VARIANTS

Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.

Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.

Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.